#include "util/u_memory.h"
#include "util/u_math.h"
#include "draw_context.h"
-#include "draw_vbuf.h"
#include "draw_vs.h"
-#include "draw_pt.h"
-#include "draw_pipe.h"
+#include "draw_gs.h"
struct draw_context *draw_create( void )
if (!draw_vs_init( draw ))
goto fail;
+ if (!draw_gs_init( draw ))
+ goto fail;
+
return draw;
fail:
draw_pipeline_destroy( draw );
draw_pt_destroy( draw );
draw_vs_destroy( draw );
+ draw_gs_destroy( draw );
FREE( draw );
}
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->rasterizer = raster;
- draw->bypass_clipping =
- ((draw->rasterizer && draw->rasterizer->bypass_clipping) ||
- draw->driver.bypass_clipping);
+ draw->bypass_clipping = draw->driver.bypass_clipping;
}
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->driver.bypass_clipping = bypass_clipping;
- draw->bypass_clipping = (draw->rasterizer->bypass_clipping ||
- draw->driver.bypass_clipping);
+ draw->bypass_clipping = draw->driver.bypass_clipping;
}
void
draw_set_mapped_constant_buffer(struct draw_context *draw,
- const void *buffer,
+ unsigned shader_type,
+ unsigned slot,
+ const void *buffer,
unsigned size )
{
- draw->pt.user.constants = buffer;
- draw_vs_set_constants( draw, (const float (*)[4])buffer, size );
+ debug_assert(shader_type == PIPE_SHADER_VERTEX ||
+ shader_type == PIPE_SHADER_GEOMETRY);
+ debug_assert(slot < PIPE_MAX_CONSTANT_BUFFERS);
+
+ if (shader_type == PIPE_SHADER_VERTEX) {
+ draw->pt.user.vs_constants[slot] = buffer;
+ draw_vs_set_constants(draw, slot, buffer, size);
+ } else if (shader_type == PIPE_SHADER_GEOMETRY) {
+ draw->pt.user.gs_constants[slot] = buffer;
+ draw_gs_set_constants(draw, slot, buffer, size);
+ }
}
* a post-transformed vertex.
*
* With this function, drivers that use the draw module should have no reason
- * to track the current vertex shader.
+ * to track the current vertex/geometry shader.
*
* Note that the draw module may sometimes generate vertices with extra
* attributes (such as texcoords for AA lines). The driver can call this
* work for the drivers.
*/
int
-draw_find_vs_output(const struct draw_context *draw,
- uint semantic_name, uint semantic_index)
+draw_find_shader_output(const struct draw_context *draw,
+ uint semantic_name, uint semantic_index)
{
const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
+ const struct draw_geometry_shader *gs = draw->gs.geometry_shader;
uint i;
- for (i = 0; i < vs->info.num_outputs; i++) {
- if (vs->info.output_semantic_name[i] == semantic_name &&
- vs->info.output_semantic_index[i] == semantic_index)
+ const struct tgsi_shader_info *info = &vs->info;
+
+ if (gs)
+ info = &gs->info;
+
+ for (i = 0; i < info->num_outputs; i++) {
+ if (info->output_semantic_name[i] == semantic_name &&
+ info->output_semantic_index[i] == semantic_index)
return i;
}
/* XXX there may be more than one extra vertex attrib.
* For example, simulated gl_FragCoord and gl_PointCoord.
*/
- if (draw->extra_vp_outputs.semantic_name == semantic_name &&
- draw->extra_vp_outputs.semantic_index == semantic_index) {
- return draw->extra_vp_outputs.slot;
+ if (draw->extra_shader_outputs.semantic_name == semantic_name &&
+ draw->extra_shader_outputs.semantic_index == semantic_index) {
+ return draw->extra_shader_outputs.slot;
}
+
return 0;
}
/**
- * Return number of vertex shader outputs.
+ * Return total number of the shader outputs. This function is similar to
+ * draw_current_shader_outputs() but this function also counts any extra
+ * vertex/geometry output attributes that may be filled in by some draw
+ * stages (such as AA point, AA line).
+ *
+ * If geometry shader is present, its output will be returned,
+ * if not vertex shader is used.
*/
uint
-draw_num_vs_outputs(const struct draw_context *draw)
+draw_num_shader_outputs(const struct draw_context *draw)
{
uint count = draw->vs.vertex_shader->info.num_outputs;
- if (draw->extra_vp_outputs.slot > 0)
+
+ /* If a geometry shader is present, its outputs go to the
+ * driver, else the vertex shader's outputs.
+ */
+ if (draw->gs.geometry_shader)
+ count = draw->gs.geometry_shader->info.num_outputs;
+
+ if (draw->extra_shader_outputs.slot > 0)
count++;
return count;
}
/**
- * Provide TGSI sampler objects for vertex shaders that use texture fetches.
+ * Provide TGSI sampler objects for vertex/geometry shaders that use
+ * texture fetches.
* This might only be used by software drivers for the time being.
*/
void
{
draw->vs.num_samplers = num_samplers;
draw->vs.samplers = samplers;
+ draw->gs.num_samplers = num_samplers;
+ draw->gs.samplers = samplers;
}
draw->render = render;
}
-void draw_set_edgeflags( struct draw_context *draw,
- const unsigned *edgeflag )
-{
- draw->pt.user.edgeflag = edgeflag;
-}
-
-
/**
draw->flushing = FALSE;
}
}
+
+
+/**
+ * Return the number of output attributes produced by the geometry
+ * shader, if present. If no geometry shader, return the number of
+ * outputs from the vertex shader.
+ * \sa draw_num_shader_outputs
+ */
+uint
+draw_current_shader_outputs(const struct draw_context *draw)
+{
+ if (draw->gs.geometry_shader)
+ return draw->gs.num_gs_outputs;
+ return draw->vs.num_vs_outputs;
+}
+
+
+/**
+ * Return the index of the shader output which will contain the
+ * vertex position.
+ */
+uint
+draw_current_shader_position_output(const struct draw_context *draw)
+{
+ if (draw->gs.geometry_shader)
+ return draw->gs.position_output;
+ return draw->vs.position_output;
+}